APlayerController::SetInputMode (Game Only)
#include "GameFramework/PlayerController.h"
Access: public
Description
Switches input routing so that all input goes exclusively to the game (player controller and pawn) with no Slate/UMG widget focus. The mouse is captured by the viewport. This is the default mode during normal gameplay.
Signature
void SetInputMode(FInputModeGameOnly InData) Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| InData | FInputModeGameOnly | Input mode struct; configure via SetConsumeCaptureMouseDown if needed. | — |
Return Type
void Caveats & Gotchas
- • Does not automatically hide the cursor — call `SetShowMouseCursor(false)` separately if needed.
- • Internally calls the single `SetInputMode(const FInputModeDataBase&)` overload with an `FInputModeGameOnly` struct.
Examples
Return to pure game input after closing a menu C++
PC->SetShowMouseCursor(false);
PC->SetInputMode(FInputModeGameOnly()); Blueprint equivalent Blueprint
"Set Input Mode Game Only" node on the player controller reference See Also
Version History
Introduced in: 4.5
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
| 5.0 | stable | — |
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